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briand

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A member registered Dec 01, 2014

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Mac version, please!

The lack of piece vertical piece rotations makes this game much harder than Blockout. After a while the only piece that could clear a level was a single vertical line or a piece with a downward projecting single cube. Those are rare enough that inevitably I have to cover holes just to keep going. It's like playing Tetris without being able to rotate and hoping that a line drops already pointing vertically.

Certain pieces could be rotated vertically. Any straight line could, and any piece with a single bend. The vertical 2x2 square couldn't, nor the horizontal four blocks in a tight curve. Removing any piece which contained those configurations, it would be possible to make a version of Bringis with Blockout-like rotation controls.

Nicely done! The super-constrained instruction list meant I had to use the terrain as an extra guide. Failed movements approximate a sort of "if-then" matching. I don't know my my solutions are the only ones, or the most efficient, but I did grab the grimoire and break the golem out of its loop.

I'm sad that I'll likely never be able to play this game, but just watching the full gameplay video was super intense. You mashed up the look of Rez, the gameplay of Missle Command, the complicated pilot interface of Nauticrawl, and the frenetic cooperation of Keep Talking and Nobody Explodes with glorious results. Everyone involved deserves high marks.

Put a spike ball at the left end of that platform, right where the zooming beetle is in the pic? That way the player can reset that beetle if it gets stopped on the left side of the slideable block.

I really like this. I've thoguht what a puzzle game would look like without challenge, and this is a great illustration of that idea. Gradually cleaning up the sprite gives the same satisfaction as watching a drive defragmenter slowly rearranging files. I wonder if starting from no-brainer and gradually adding mental effort can make an effective puzzle.


My one criticism is that some of the sprites don't stand out well against the gray background; maybe make it a bit lighter?

A cute little idea. Took me a few tries to reach the exit. Got a lot easier when I realized I could go invisible in mid-air. The bullies always jump when I go visible, which I used to send them farther away a few key times. I like that the visible/invisible sounds mesh well with the music, making them a sort of percussion, and the tiling background is neat.

I escaped the acid sink! Took me a couple plays to figure out I should be following the light lines in the mini-map, not the dark lines. I'm so glad the wall-jumping is automatic.

Ah, I hadn't noticed those were options. I tried the different types, and they seem to offer a wide set of options. The transform options allow for some effects not found in 2D Bitsy. I also found the camera type options and played with those.

I had just started typing a comment about transparency when I found the option for that as well.

Just panning the camera around, I noticed the cat sprite rotates so it's always oriented toward the camera, but the player sprite maintains a constant angle. Playing the demo is even weirder: WASD always moves relative to the current camera angle (e.g. if camera faces east, W moves east), but does not rotate the camera. Arrow keys also move relative to current camera but also move the camera, up and down for up and down, and rotating for left and right. Pressing left arrow repeatedly makes the PC move in roughly a circle. I don't know how much of this behavior is intentional, or how much is a result of being a first pass at the idea.

An intriguing idea, executed well.

Bravo! An unexpected treat to start the day.

Tunneling, jumping, or ghosting? Those could allow passing over, under or through barriers safely, without rewarding points for their destruction. Ghosting would probably be the easiest, both to render visually and for the player to understand. If the armor pickup currently destroys other powerups (I never had that situation), maybe have this powerup allow picking up others while it's active, to further differentiate it

Nicely done. Once my snake got long enough I started ramming the lightest blocks intentionally for score. That lasted until things got too quick to dodge well anymore. The armor is definitely the best powerup, since the other two destry powerups too. I really dig the music; did you compose it?

Nicely done. The level with the single L illustrates a great exploration of the options you created for the player. Just the mechanics you've shown here would allow creation of seriously brain stretching puzzles (though the fiddliness with allowing pieces to push each other might make some more frustrating that they could be).

Weeeeeeird, and great. Saying more would spoil it for other readers.

Hah! A great, compact narrative that plays to Bitsy's strengths. I think this is the first Bitsy game I've seen that featured an NPC companion with whom I could converse.

I'm almost afraid to ask, but is the companion handled with a mod, or with hundreds of specific rooms?

A possible goal: mapping out the borders of the accessible region in all directions, up to where the combination of the map generation algorithm and the bubbles make further progress impossible.

On a different note, I like the idea of procedural map generation using a fixed seed. I've been toying with doing something similar in Pico-8, to compactly represent a large space, possibly with a lookup table to locate specific goals.

I set a goal of going as far straight down from the origin as I could. ("North", "south", etc. seems weird in a game with gravity.) I was able to get to 4W/11S before getting irrevokably stuck above a clump of bubbles. I had already noticed that it's impossible to pass vertically by a clump of three or more, and on that screen I got stuck above a huge glob, without being able to jump up to the next screen to reset the bubbles' position. If you do make a game of this, please add some way of affecting the bubbles; they're more bad frustration than good frustration.

The game reminds me of Polychromatic Funk Monkey, a randomly-generated platform game about platform game, that I'm not sure is even still playable.

Nicely done! Swapping rather than adding weapons changes the feel of backtracking, with some rooms that were previously dangerous now easy and vice versa.

Bravo! Just finished the game. It's a great piece of work all around. I can't praise it any more specifically as I want to avoid spoilers, and much of the pleasure of this game is figuring out what the player can even do, then figuring out what to do with that knowledge.

I desperately want to play this game in VR, no gameplay differences needed. The fuddling about of "what does this button do?", with the tactile sense of actually operating this bizarre contraption, would be a sublime experience.

Thank you for uploading the Mac build. I had some issues with the mouse pointer not being properly grabbed; playing windowed made that easier to deal with. What a strange, lovely little experience. I'd love to try something like this in VR.

The Unarchiver (the app you linked) is my default unzipping tool, and the first one I tried. Weirdly, I downloaded the Mac version again just now to test again, and this time it extracted with zero difficulty. I had already deleted the file I'd downloaded originally, so I can't compare checksums on the new vs the old, but at least it's working now. Thanks for the quick reply.

First, thank you for uploading a Mac version. I tried downloading it, but the resulting zip file (Backrooms_Summer_Update_Mac.zip) was invalid, and couldn't be extracted with any tool I tried. I downloaded the Windows and Linux versions, but couldn't extract those zip files either.

Great! I look forward to it.

If you created this game with Unity, you should be able to build a Mac version. I'd be willing to try an untested build. I'd like to play this weird and unsettling game.

I'll add my voice to the desire for an updated Mac version. I beat the game originally, and I'd love to go deeper. It's a tightly designed game that would have been a great addition to the library of the original Gameboy.

Surprisingly tricky for such a basic concept. Well done.

Thanks for the answers! I'm going to make a copy and try it with my local game group.

I like the aesthetic of the cards and the number-rotating mechanic. I haven't played yet, but when reading through the rules I found a couple things I'm not sure about:

1) The rules for first phase say each player gets three cards, but the third phase rules mention choosing a card, and one of the tiebreakers is highest card left in hand. Do players actually get four cards in the first phase? Alternately, do players get an additional card each round?

2) What happens if a player can't add a card to their number? For example, if in first and second phases I played all-dark 9 and all-dark 7, and in phase three I have only all-light 8 (or 8s?) in hand.

3) The rules mentioned here and the linked rules differ considerably (different scoring, end conditions, number of cards), which I only noticed when typing this. Which version is more up-to-date?

If you ever come back to this game, I discovered that after I pick up gold, I get more gold each time I dig straight down. That stops when I move to either side. The best way to get a high score is to look for gold with long columns of dirt under it (and no greenies nearby) and dig down to the next screen.

There's just enough here to make for an interesting game. I don't know that being able to move sideways to new screens is necessary. limiting new screens to straight down would remove the need for the ("Y/N)?" prompt, making the game flow faster.